This is a rant. Been with you since beta 1 offering feedback. You released with a bunch of missing gameplay features and have been playing catchup. You are catching up, I will give you that. But you are catching up to pre-release promises. Still no star base governors. Still requesting the most expensive constructor. Still no invasion visualization. Meanwhile you are working hard on DLC and expansions, i.e. the cha-ching, while neglecting some core UI issues.
For example:
Why can we not change focus on the Colonies grid like we could in GalCiv 2? Why can't we do it from the planet list on the main screen, for that matter?
Why are there no sorts and filters in the shipyard? Why is there no multi-select for the obsoleting mechanic?
What happened with the ship designer overhaul?
Why does it take 7 clicks to set a new rally point for a shipyard?
Why can't we declutter the main screen, with all the clouds and resources and starbases that turn into a jumble of icons?
Why do I have to change the govern settings to meet my preference for EVERY planet I colonize or conquer? Why no global setting?
Why do I have to "manage" a planet just to see how close it is to population cap?
Why can't I see which production bonuses are at the tile, planet, race, or galaxy level?
Why can't I see if I'm about to get a mutually exclusive tech in the trade window, which would prevent me from researching one of the alternatives?
How am I supposed to know that the "+1 food" tech aplies to each planet, not each farm?
How am I supposed to know Precursor Nanites is a civilization-wide bonus, not just a planet bonus?
These are just a few of the UI weaknesses that make the game tedious. The only reason there are as many people playing this game as there are is that they've resigned to just dealing with it in hopes that it will get better. I'm tired of waiting patiently.
I strongly recommend a complete overhaul of the game UI. Get some experts in there, take the time, spend the money, and make it happen. Every window, list, button, action, tooltip, no sacred cows, use a hatchet if you have to. The longer you put this off, the more you are going to drive players away. As for me, you have the next expansion and two post-expansion patches to make this happen. After that, I'm out.
I noticed in gc2 that I can just double click a tech when selecting it to get back to the main screen. This is something you can't do in three that would be nice to get back. That would also cut down on micromanagement.
A report on the usage of specific features and custom settings would go a long way in painting a picture of what is important and what not. If the information is not sensitive, it would be great to see a report (which is surely done en-mass internally by the DEVs). The Journals tab contains similar cool topics so it could be posted there.
If we get to see those information, we surely get a better feeling on the priority of things and those who still haven't activated the data transfer option (like myself) would promptly do so to get represented as well In my defence, didn't really know what that option is for... thought it has something to do with the AI being improved upon but knew that there is no metadata mining done for the AI at least for now, so didn't see the point (also: the back of my mind screams data-privacy each time I see an option like that and triggers the motoric function to disable it). If a short description would be included in that post describing the option and what data it is transferred, that would surely be useful too.
So to sum it up: Please post a summary of the usage data of various features and map settings I remember having seem some numbers along these lines in various posts, but a total overview with some nice graphs would also be a fine way to sum up the year for GC3
guess that post was to me. If it wasn't sorry. Since the 2.20 patch came out I started playing it again. Some things were easier. I'll have to play it again a lot more then I will try to make one list right now I will write as I realize. I understand what happened; because, of such a radical change in game engine they couldn't recycle things, so they basically went off I don't know pseudocode. Some things are not as important to programmers. Basically that's how some things got left out from two. Because of this post one thing I am thinking about eliminating micromanagement not gameplay.
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